- migrate a large part of the sound code to FSoundIDs.
This has always been a wild mixture of IDs and ints.
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parent
1a6da52961
commit
160633a4a2
35 changed files with 224 additions and 205 deletions
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@ -524,7 +524,7 @@ void DIntermissionScreenCast::Init(FIntermissionAction *desc, bool first)
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castframes = 0;
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castonmelee = 0;
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castattacking = false;
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if (mDefaults->SeeSound)
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if (mDefaults->SeeSound.isvalid())
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{
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S_Sound (CHAN_VOICE, CHANF_UI, mDefaults->SeeSound, 1, ATTN_NONE);
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}
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@ -551,10 +551,10 @@ int DIntermissionScreenCast::Responder (FInputEvent *ev)
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if (mClass->IsDescendantOf(NAME_PlayerPawn))
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{
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int snd = S_FindSkinnedSound(players[consoleplayer].mo, "*death");
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if (snd != 0) S_Sound (CHAN_VOICE, CHANF_UI, snd, 1, ATTN_NONE);
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auto snd = S_FindSkinnedSound(players[consoleplayer].mo, "*death");
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if (snd != NO_SOUND) S_Sound (CHAN_VOICE, CHANF_UI, snd, 1, ATTN_NONE);
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}
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else if (mDefaults->DeathSound)
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else if (mDefaults->DeathSound.isvalid())
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{
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S_Sound (CHAN_VOICE, CHANF_UI, mDefaults->DeathSound, 1, ATTN_NONE);
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}
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